Obstaria: based on Germany, serfdom/feudal system, nobles have power, king just figurehead
Tauria: based on England (with names/culture, not political system), king can be made dictator in times of crisis
Merthia: based on _____, destroyed during world war, now bandits run rampant, government corrupt and hurts peasants
Kathia: based on Rome, centered around military, very structured/ordered, like Sparta
Reposia: based on Greece, oceanic, has actual navy, rebellion- if rebellion suceeds, other countries will get rebels
Factions: Government, Bandits, Populace
Locations: Merthia City (new capitol), ruins of old capitol, Toll Road (tauria pays to protect road through Merthia from bandits- to help pay for it, they put toll booths periodically)
Four attributes: strength, intelligence, reflex, and will. Strength is how much you can carry, intelligence how much stuff you know, reflex how fast you are, and will how stubborn and perseverant you are. Attributes can affect skills, depending on the situation, and increase or decrease the bonus to do an action (for example, will might increase a swim check if the person is swimming far), as well as certain actions by themselves (for example, rolling on just strength to lift something heavy). The average is 10, with each point above or below that meaning either a +1 or a -1 (a strength of 15 and an intelligence of 5 means that your strength is +5, and your intelligence is -5.
Your class affects your skills. Each class makes increasing certain skills more effecient than others, though you still can out points in others. You also gain a feat based off you class periodically The classes are fighter, and rogue.
Fighters gain weapon specialization as a skill. Basically, as they are trained with a specific category of weapon, they get a +1 to hit with it. At second level, they get a +1 to damage with that weapon, third a +1 to hit, and fourth +1 to damage. At fifth they choose another class of weapon, and get a +1 to hit with it, and the process repeats itself. Fighters can choose to specialize in armor or shields and get an alternating +1 to AC and +1 to damage resistance. Fighters also get class skills of fighting (melee), fighting (ranged), and ride.
Rogues gain knowledge application. A knowledge skill related to an action raises the bonus of the action equal to half the knowledge skill bonus. For example, Sneakius the Sneaky is a rogue with a stealth of +2, and a know (architecture) skill of +6. He wants to sneak past the guards in the grand hall of a castle at night. Using his architecture knowledge, he knows that there are probably side niches in between lamps. Using this knowledge, Sneakius gets a +5 bonus to sneak past the guards (+2 from stealth, +3 from know). Another example of this would be using your knowledge of anatomy to know where to thrust a person while backstabbing them. Rogue class skills are knowledge (player's choice), stealth, and communication.
The skills are: climb, communication, craft (player's choice), fighting (melee), fighting (ranged), knowledge (player's choice), magic (domestimancy, necromancy, pugnamancy, telemancy, or vivamancy), profession (player's choice), ride, spells (wizards only), stealth, and swim.
Each skill has a total of 100 points you can put into it, with every five points being equal to a +1 bonus to the skill. Each point you put into a class skills gets another .5 free points (so of a fighter put 2 points in fighting (melee), he'd have a total of 3 points in it. Putting 4 in would give him 6 points, or a +1 bonus. Some skills also have a base equal to the modifier. Those skills are listed.
Fate points are awarded in response to excellent in-character actions, role-playing, and amount of playing. They can be cashed in to either re-roll any roll at any time, using the better of the two rolls (price: one FP), purchase a perk (price: two FP), increase a skill by a d6 (price: 1 FP/d6), or go up a level at certain intervals (price: one FP). Players start the game with one fate point.
Being a wizard is random. During character creation, the player rolls 1d100; a 1-5 means that they are a wizard. If a player really wants to be a wizard, they can spend their one fate point before the game begins and be a wizard. At no further point will spending a fate point to become a wizard be permitted.
Wizards start the game with the command of 1 0th level spells of each type (barring necromancy). First level wizards have a mana pool of three, which increases by one mana for each level increase. They can cast a spell at any time. Each time a spell is cast, it drains the wizard of mana equal to its spell level. Spending skill points in the Spells skill grants the wizard a new spell in the category chosen (a wizard could have five separate magic skills, each with skill points) per five points put in, instead of granting a bonus to a skill.
At the start of combat, each side rolls initiative (1d20). The highest rolling person/group goest first. Each person tells what they do. If they intend to attack someone, they must roll a 1d20, and add to it their fighting skill bonus (only the one that applies), and any other bonuses (such as fighter weapon specialization bonuses, a spell, a magical effect of the weapon, etc.). If the total of the roll is lower than the victim 's AC, then you missed- better luck next time. If the total of the roll and their bonuses is equal to the victim's AC, they deal a glancing blow and do some damage- the person rolls for damage, adding any bonuses that apply, and then halves the result, rounding down for fractions (if this reduces the damage to zero, then the attacker didn't deal damage). If the total of the roll and the bonuses is greater than the victim's AC, they do full damage- roll for damage normally. If the roll is a 20 without bonuses, then the attack critically strikes, dealing damage damage (some weapons critically strike on a 19-20, and then deal only one and a half times damage). If the roll is a 1 without bonuses added on, then you critically miss, dealing half damage to yourself (roll for damage, add any bonuses that apply, and then halve the total).
Example: Bravius the Brave wants to hit a soldier with his axe. A level two fighter with eight points in fighting (melee), Bravius gets a +2 to hit, and does 1d10 damage. The soldier's AC is 10. To hit the soldier, Bravius rolls a 9. Adding his bonuses, Bravius gets a total of 11, which means a direct hit. Rolling for damage, he gets a 7. Adding his +1 weapon specialization bonus for being a fighter, he gets eight damage. Since the soldier all ready had an arrow sticking out from him, he dies in a gurgle of blood.
Character Creation and Leveling:
Level one characters start with 40 points to distribute among their attributes. The maximum number of points you can put in a single attribute is 19. You then must pick a class. Next, you can spread 20 points + their intelligence modifier among their skills. After this, determine hit points. A person has HP equal to 10+their will modifier. Then, get a perk- player's start with one feat. Next, you just purchase equipment. The character starts with 3d6 x 10 gold, and can purchase from the pathfinder equipment list: http://www.d20pfsrd.com/equipment---final.
Each time the PC goes up a level, they gain 10 skill points (with their intelligence modifier added to that) to spread among their skills as they please. The player also gets a perk every third level (so 1, 4, 7, 10, ...). Perks are decided upon between the GM and the player for balance, and can provide either benefits to specific actions (for example, a +2 bonus to hit), or allow the player to perform a move (for example, cleave: can roll to see if you hit a second target if you hit the first one). Their hit points increase by (will/2)+1d6
John Doe, male, 5' 6", 98 lbs
Str: 8, Int: 15, Ref: 10, Will: 7
EchoMirage: Sigurd, human ralkharan paladin, looking for love (human paladin Branddis) and lost artifacts
Gossamer: Zelas, human ouzquin wizard, helping Auxzali
Valadaar: Nim-Ty-Lin, human sen-rabbian fire sorceror, seeks wealth+to leave Sen-Rab
Pariah: Duxo, human hyparican rogue, got shipwrecked and now has no reason to stay in Hyparica
Ancient Gamer: Auxzali, human ouzquin cleric of Axtrami, seeking holy relics for Axtrami Haiq Ouzala.
Meeting/creation of party. Introduce Korkarr/white orc enemies. White Orcs need money, and Korkarr was providing it- he ambushed Werstone tribute takers, but someone ran with tribute into swamp, dropped the chest on dryland (or dryer) and sank in swamp himself. Tar-Sul found it, Korkarr found out about this, and kidnapped Tar-Sul to get chest. Enter PCs to rescue Tar-Sul so Werstone can find where tribute is so they don't get enslaved.
The things that have happened:
-Gathering of the party
-Introduction and death of Korkarr, orc bandit
-Tamyra, Sen-Rab ranger, gained as contact
SE's character has a father, who is patriarch of a tribe around a hot spring, named Olam. Tribe has received word of some northern dwarf, named Gromlen, who is uniting the tribes to go kill the orcs and take back their caves. This tribe wants some leverage so when the dwarf seeks to recruit them, they get a good price out of it. Therefore, they have a plan. They know of a way for a small group to infiltrate the dwarves' old vaults, where Auxzali's scorpion piece and Sigurd's Tower Shield should be. They'll tell the PCs how to access it if the PCs go fetch them a key that should be kept in the vault. The key is to open another bigger secret passage into the stronghold that can be used to get an army in- a dwarven army.
Dwarven Patriarch, Olam, has a intro story: when he was a child, Olam and his father were taking trade materials to a nearby tribe- elkhorns for tobacco. His father was injured somehow, and Olam was faced with a choice: abandon his father to the snows, or try and save him and both would perish. The child killed his father with a single ax strike. He will use the story to explain his philosophy of that doing what you have to do when you have no other choice, and to explain to the PCs why they shouldn't f**k with him. Ye ken?
Korkarr had two brothers. One, called Kaelarr, is the priest of Rivval, and the other, called Kunserr, who was a massive brute. Kaelarr got the brains, Kunserr the muscle, and Korkarr a little of both. Kaelarr and Kunserr want vengeance for Korkarr's death, but Kaelarr feels simply killing the PCs is not enough. Moral anguish is what he wants. Therefore, he will not kill the PCs immeadiately, however much he and Kunserr want to. First, a little reconaissance is in order.
When the PCs enter the vault, they will be allowed to browse and get what they want. Kaelarr will be watching however, through magical means, and once they have all chosen some loot, he will breeze in from an alcove hidden by magic. He will tell them that he has been watching them, that he wants revenge for Korkarr's death, and that he now knows their objective, which he shall use against them. However, he wants challenge and heartbreak and moral anguish for them, which he will tell them, and he can't just let them go without a challenge.
Kaelarr: "but just because I want moral anguish for you doesn't mean I can't leave you with a little challenge! Let's call it a test, to see if you are worthy of suffering the full fury of my vengeance. I will leave you now to go fetch the guards. That will take, oh, an hour? Half an hour? It is a bit of a walk, I'm afraid. If you haven't defeated my... Pet by the time they get here, then I shall have me vengenace be more physical. We'll have such fun! If you do defeat it, and escape, well then. You are worthy combatants and opponents! And we will have even more fun than mere torture. So, fare thee well. May your skill lead to the utmost fun for me."
That 'pet' will be a... Rock Troll! The PCs have Zelas' acid dart to halt regen, so it is killable (actually, he could pop an acid dart each round, make it easy to kill- can I block that? Yes- troll can chuck Sigurd at Zelas >=) "akid?" The troll said. "Akid bad! No akid!" And then the troll picked up the nearest object- sigurd- and threw it at Zelas), stop them for a round for regen to kick in. Orc guards will come in roughly 15 minutes